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The Would-Be Knight Playbook

You grew up sitting wide-eyed round the fire, listening to stories of knights and heroes who slew dragons and saved the
kingdom. The other children liked those stories as well, but you lived for them, and you promised yourself that you would
grow to be a great knight too.

You are strong and brave. Your Strength begins at 12, and all of your other ability scores begin at 8.

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain

1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int

+2 Int, +1 Wis, +1 Con,


2 Your father was an outcast, rightfully or not.
Skill: Survival
+2 Dex, +1 Str, +1 Wis,
3 Your parents were fishermen and you grew up by the river.
Skill: Fishing
+2 Con, +1 Wis, +1 Cha,
4 Your family worked a small farm outside the village.
Skill: Farming
+2 Str, +1 Dex, +1 Cha,
5 Your father was the local smith and taught you both hammer and bellows.
Skill: Smithing
+2 Con, +1 Dex,
6 You led the sheep out onto the mountain like your father before you.
+1 Wis, +1 Str

+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis

+2 Dex, +1 Int, +1 Cha,


8 You worked the loom, cutting and twisting as the Fates.
Skill: Weaving
+2 Int, +1 Cha, +1 Wis,
9 Your father or mother kept the old stories. Your head is filled with them.
Skill: Folklore
+2 Str, +1 Cha, +1 Con,
10 Your father was a watchman, stern but fair with child and stranger alike.
Skill: Athletics
+2 Wis, +1 Con, +1 Dex,
11 You went on journeys into the woods to gather herbs and berries.
Skill: Herbalism
+2 Cha, +1 Int, +1 Dex,
12 Your father was a local merchant. You learned to name your price and charm your customers.
Skill: Haggling

1d8 How did you distinguish yourself as a child? Gain

1 Children often fight, but you never lost. +2 Str, +1 Wis

2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int

3 You were the toughest kid around. +2 Con, +1 Cha

4 No secret escaped you. +2 Int, +1 Dex

5 Your empathy made you a sought after confidant. +2 Wis, +1 Con

6 You never met someone who didn’t like you. +2 Cha, +1 Str

7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha

8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis

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The other player characters were your best friends. Who else in the village
1d8 Gain
befriended you while you were growing up?

1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha

2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.

3 You went camping with the hunters. +2 Con, +1 Int

4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex

5 You are about to marry into the Miller’s family. +2 Wis, +1 Str

6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con

7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha

8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis

As you came of age, you began your quest to become a great knight. You become a level 1 Warrior. You gain the class
abilities Weapon Specialization and Knacks, and the skill Riding. The tables below will further define your class abilities.
How did you begin your quest?

1d6 Where did you practice your skill at arms? Gain

Raiders from the north sometimes reach the village, and you were always the first volunteer in +3 Str,
1
the forces which defended against them. Skill: Command
+3 Cha,
2 You are truly untested, but often boast otherwise.
Skill: Deceit
+3 Con,
3 You spent long days riding and practicing alone.
Skill: Riding
+3 Cha,
4 A real knight came to town and you rode with him for a time.
Skill: Etiquette
When traders from the south came to the village, you found an old warrior’s training manual +3 Int,
5
and you studied it every day thereafter. Skill: Military History
+3 Dex,
6 You first saw action with the archers in the levy.
Skill: Drinking

1d6 What is your preferred fighting style? Gain

Clever swordplay and a quick guard. +2 Dex,


1
Your Weapon Specialization class ability is with the Longsword. specialization to left

A glorious mounted charge. +2 Str,


2
Your Weapon Specialization class ability is with the Lance. specialization to left

Constant and tireless pressure. +2 Con,


3
Your Weapon Specialization class ability is with the Mace. specialization to left

Relentless attacks. +2 Str,


4
Your Weapon Specialization class ability is with the Battle Axe. specialization to left

Flashy bladework. +2 Cha,


5
Your Weapon Specialization class ability is with the Longsword. specialization to left

Fierce intimidation and heavy blows. +2 Con,


6
Your Weapon Specialization class ability is with the Great Sword. specialization to left

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When did you first draw blood?
1d6 Gain
The player to your right was there with you.

You haven’t yet, but might pretend otherwise. The friend to your right often helps you pretend +2 Cha,
1
that you are more seasoned than you are, and gains +1 Cha. Knack: Defensive Fighter

One night, you surprised a murderous thug passing through town and looking for trouble. The +2 Int,
2
friend to your right helped you get the jump on the villain, and gains +1 Int. Knack: Fleet

You accidentally slew a partner in training. The friend to your right stayed your hand when +2 Str, Knack: Weapon
3
you almost made the same mistake again, and gains +1 Str. Specialization

When some ruffians attacked your beloved, you fought like a king of old, with great presence. +2 Cha,
4
The friend to your right fought off the gang with you, and gains +1 Cha. Knack: Great Strike

A boastful stranger challenged you to a duel and found you more than he could handle. The
+2 Dex, Knack: Weapon
5 friend to your right distracted the stranger’s friends when they sought to aid your opponent,
Specialization
and gains +1 Dex.
A brigand was waylaying villagers on the road, but you decided to put an end to his robbery.
+2 Con
6 The friend to your right traveled the roads with you for two weeks, hunting the thief down,
Knack: Resilience
and gains +1 Con.

1d6 Now that you are ready, how will you seek your fortune? Gain

+2 Str,
1 You will slay a dragon, and even have a map you think might lead you to one.
an old map
+2 Cha,
2 You will be knighted by the king after winning the affection of the common folk.
a shining helm
+2 Cha,
3 You will rescue a princess, as in all the old stories, but first you have to find one.
a gold-threaded tunic
+2 Str, +2d6 silvers,
4 You will conquer a realm of your own.
a noble name
+2 Con,
5 You will banish an ancient evil of which you have heard stories.
an old scroll
+2 Con,
6 You will visit distant lands and tirelessly seek adventure along the way.
a lodestone

Fill out Your Sheet!


1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 1 for being a warrior.
2. Record your ability scores. In the space beside each, re-
cord your ability score bonus for each using the chart on 7. Your Armor Class is 10, plus your Dexterity bonus, plus
the back of this booklet. the bonus of any armor you have.

3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 3.
ment, as well as any other pieces of gear you may want
to buy. The Would-Be Knight begins with the following 9. Your hit points are 10 plus your Constitution bonus.
equipment: knife, peasants’ clothing, a horse of your own,
your favored weapon, leather armor (+2 AC), four days 10. Fill in your saving throws using the chart on the back
feed for your mount, and 4d6 silvers. of this booklet.

4. Pick an alignment. Your character may be Lawful, Cha- 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
otic, or Neutral. If you can’t decide, simply choose to be ons you think you might use. Your to hit bonus for a melee
Neutral; most people are. weapon is your BAB plus your Strength bonus, while you
use your Dexterity bonus instead for any missile weapons.
5. Your Base Attack Bonus comes from your class. As a Your Strength bonus also adds to the damage of any melee
level 1 warrior, you have a BAB of +1. weapon. Don’t forget your weapon specialization!

Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY


Reference
Making Tests Fortune Points
Ability Score Checks: Roll a d20 and compare the re- A character may spend a Fortune Point in the follow-
sult to your score in the relevant ability. If the number on
the die is equal to your score or lower, you succeed. If it is ing ways:
higher, then you fail.
Help a Friend: Normally, a character may only help a
Saving Throws: Roll a d20. If the result is equal to the friend with an ability score check if he has a relevant
saving throw number or higher, the roll was a success. skill. By spending a Fortune Point, a character may
Combat Rolls: Roll a d20 and add the relevant attack lend a helping hand and thereby give his compatriot
bonus. Compare the result to the enemy’s armor class. If a +2 to his score for a single roll, even without having
the number equals that armor class or exceeds it, the at- an appropriate skill for the task at hand.
tack was successful. Otherwise, the attack missed.
Second Chance: A character may spend a Fortune
Class Abilities
Point to get a reroll on any failed roll during the
course of play, such as an ability score check, saving
Hit Dice: d10
throw, or to hit roll.
Initiative Bonus: +1
Armor: Warriors may wear any armor.
Cheat Death: A dying character may spend a Fortune
Weapon Specialization: All warriors have a favored Point to stabilize at 0 hit points and not continue tak-
weapon with which they are particularly skilled. Your ing damage every round.
Playbook tells you your favored weapon. Your char-
acter receives a +1 to hit and +2 to damage while Ability Score Bonus
wielding that weapon.
1 -4
Knacks: Over the course of their careers, warriors 2-3 -3
pick up several tricks which make them even more 4-5 -2
formidable opponents. You Playbook gives you your 6-8 -1
first Knack. See p.8 in the “Core Rules” booklet for 9-12 0
rules for the different Knacks and for gaining new 13-15 +1
ones.
16-17 +2
18-19 +3

Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +1 14 17 15 17 16
2 2,000 +2 14 17 15 17 16
3 4,000 +3 13 16 14 14 15
4 8,000 +4 13 16 14 14 15
5 16,000 +5 11 14 12 12 13
6 32,000 +6 11 14 12 12 13
7 64,000 +7 10 13 11 11 12
8 120,000 +8 10 13 11 11 12
9 240,000 +9 8 11 9 9 10
10 360,000 +10 8 11 9 9 10
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